TypeAR
2018, Augmented Reality, ARKit, Unity, C#, Interaction Design, OpenType.js
What if graffiti was 3D and collaborative?
TypeAR is an application for creating communal and collaborative AR sculptures that are unique to a location.




TypeAR was made for Fall’18 "Computational Approaches to Typography" and "Magic Windows and Mixed-Up Realities" taught in NYU ITP.
Inspiration: Zach Lieberman’s work with typography & @transform3D.
Concept
AR adds an additional layer to the physical spaces we inhabit. A good AR experience, in my opinion, should be grounded by the ways we inhabit and utilize spaces.
But what does it even mean?

These are the parameters I’ve set for the app:
Physicality
The app has to invite users to move around a space.
Avoid 2D-based interactions when possible.
Locality
The app has to take advantage of the specific site the user is currently at. The experience has to be unique for each location.
Community
Users have to be able to collaborate on the app.
Prototype
Interaction Design
Not all aspect of the interaction & experience design was implemented in the prototype due to time constraint. Nevertheless, below is the design intended for TypeAR.

The interaction starts with prompting the user to scan a surface. The app should, as much as possible, not cover the camera feed. AR takes place in a physical space and the design should embrace and celebrate it.

Once a surface is detected, the app "conjures" letterforms based on the user's location. It is important to note that the letterforms here appear small initially, but grow bigger. These moments of transition help user understand scale better.

Selection/de-selection of a point in the letterform is by tap. However, dragging is by actually moving the device in space. This is to encourage bigger user movements, fully leveraging on the 3-dimensional physicality afforded by AR

There is a switch to go to view mode. In this mode, users can look at the resulting sculpture.
This switch is only revealed after the user finishes moving their first dot. After onboarding, the switch is always available.
Lastly, robust feedback and onboarding are crucial in AR experiences, because most users are not familiar with them.
